Class-7 Repair Vessel: Difference between revisions
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'''Class-7 Repair Vessel'''<br />'''Craft''': KDY Class-7 Repair Vessel<br />'''Affiliation''': General<br />'''Era''': Rise of the Empire<br />'''Source''': Supernova (page 80)<br />'''Type''': Mine repair and supply vessel<br />'''Scale''': Capital<br />'''Length''': 560 meters<br />'''Skill''': Space transports: Class-7 repair vessel<br />'''Crew''': 3, 15 droids, '''gunners''': 1<br />'''Crew Skill''': Varies<br />'''Passengers''': 10<br />'''Cargo Capacity''': 400,000 metric tons<br />'''Consumables''': 3 months<br />'''Cost''': 4,5 million credits<br />'''Hyperdrive Multiplier''': x2<br />'''Hyperdrive Backup''': x10<br />'''Nav Computer''': Yes<br />'''Maneuverability''': 1D<br />'''Space''': 5<br />'''Atmosphere''': 295; 850 kmh<br />'''Hull''': 5D+2<br />'''Shields''': 1D<br />'''Sensors''': | '''Class-7 Repair Vessel'''<br />'''Craft''': KDY Class-7 Repair Vessel<br />'''Affiliation''': General<br />'''Era''': Rise of the Empire<br />'''Source''': Supernova (page 80)<br />'''Type''': Mine repair and supply vessel<br />'''Scale''': Capital<br />'''Length''': 560 meters<br />'''Skill''': Space transports: Class-7 repair vessel<br />'''Crew''': 3, 15 droids, '''gunners''': 1<br />'''Crew Skill''': Varies<br />'''Passengers''': 10<br />'''Cargo Capacity''': 400,000 metric tons<br />'''Consumables''': 3 months<br />'''Cost''': 4,5 million credits<br />'''Hyperdrive Multiplier''': x2<br />'''Hyperdrive Backup''': x10<br />'''Nav Computer''': Yes<br />'''Maneuverability''': 1D<br />'''Space''': 5<br />'''Atmosphere''': 295; 850 kmh<br />'''Hull''': 5D+2<br />'''Shields''': 1D<br />'''Sensors''': | ||
*Passive: 25/1D | *Passive: 25/1D | ||
Revision as of 18:39, 18 May 2011

Class-7 Repair Vessel
Craft: KDY Class-7 Repair Vessel
Affiliation: General
Era: Rise of the Empire
Source: Supernova (page 80)
Type: Mine repair and supply vessel
Scale: Capital
Length: 560 meters
Skill: Space transports: Class-7 repair vessel
Crew: 3, 15 droids, gunners: 1
Crew Skill: Varies
Passengers: 10
Cargo Capacity: 400,000 metric tons
Consumables: 3 months
Cost: 4,5 million credits
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 5D+2
Shields: 1D
Sensors:
- Passive: 25/1D
- Scan: 50/2D
- Search: 75/2D+2
- Focus: 3/4D
Weapons:
- Turbolaser Battery
- Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/36/75
Atmosphere Range: 6-15/72/150 km
Damage: 5D
General Notes: The Imperial Repair Ship cannot perform miracles. It has not the capacities to fully repair a seriously damaged starship. However most important starship systems can be fixed to an acceptable degree (See list below for possible repairs). There are 510 highly trained mechanics aboard the ship. The drydock of the ship can be divided in up to three parts, depending on how many ships do need a repair. The maximum length of the drydock, if it remains in one part, is 510 meters. If two parts are needed, one section is 170 meters long and the second section 340 meters. If the dock is converted into three parts, these have 170 meters in length each. So it's not possible to repair, for example, three Strike-class Cruisers at the same time, as this would require a drydcok of 1,350 meters. The sections of the drydock depend on the size of the ship which is to be repaired (see list below).
Before you start: Of course, it is possible that the mechanics aboard have a bad day and so the repairs cannot be done. But it's also possible that the needed replacemnet parts are not available.
To avoid this cases, roll a D6 before the repairs begin. Here's a list of what happens if the dice shows a ...
- 1 - Essential replacement parts are not availabe. The repairs cannot be done.
- 2 - 5 - The repairs can be done as scheduled.
- 6 - The mechanics have a very good day: The repairs receive an extra bonus (see below).
Repair Capacities: The following repairs can be done by the repair crew (510 mechanics) of the ship:
Large Repairs:
- 1/2 of the ship's hull code (maximum 2D/200 hull points)
- 1/2 of the ship's maneuverabilty (maximum 1D)
- +2 sublight speed/1 speed category (only if more than +2/1 speed category got lost in the battle)
Small repairs:
- 1/2 of the ship's shield code (maximum 1D/100 shield points)
- Replace a destroyed hyperdrive with a x3 auxiliary unit
- completely repair the ship's sensors
- completely repair the ship's life support systems
- completely repair damaged, destryoed or ionized control systems
Repair bonus in case of a thrown "6"
- Hull: maximum +2D+2/260 hull points
- Shields: maximum +1D+2/160 shield points
- +3 sublight speed maximum/2 speed categories
Drydock combinations: The duration of the repairs which is listed below in the table is for large repairs. You can combine two small repairs to a large repair, that means that the duartion of a large repair is equivalent to the duration of two small repairs. Example: A hull repair for a large ship that needs all three sections of the drydock is a large repair and thus needs the full 3 days to be repaired. A shield repair and a sensor repair, which are both small repairs, would only need 3 days to be reapired, as well, although they are repaired at the same time.
| First Case: 1 ship in the docks | ||
| Sections needed | Mechanics assigned | Duration of repairs (in days) |
| Ship #1 | Ship #1 | Ship #1 |
| 3 | 510 | 3 |
| 2 | 510 | 2 |
| 1 | 510 | 1 |
| Second Case: 2 ships in the docks | |||||
| Sections needed | Mechanics assigned | Duration of repairs (in days) | |||
| Ship #1 | Ship #2 | Ship #1 | Ship #2 | Ship #1 | Ship #2 |
| 2 | 1 | 340 | 170 | 3 | 3 |
| 1 | 1 | 255 | 255 | 2 | 2 |
| Third Case: 3 ships in the docks | ||||||||
| Sections needed | Mechanics assigned | Duration of repairs (in days) | ||||||
| Ship #1 | Ship #2 | Ship #3 | Ship #1 | Ship #2 | Ship #3 | Ship #1 | Ship #2 | Ship #3 |
| 1 | 1 | 1 | 170 | 170 | 170 | 3 | 3 | 3- |